w_Weapon.ltx _world Config File
About
Configuration parameters for weapons
General
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
GroupControlSection | spawn_group | ||
$npc | use NPC of this weapon | on | true - 1 - on (Yes) false - 0 - off (No) |
$prefetch | Preload queue | 8 | |
$spawn | Weapon Directory in the Level Editor | “weapons\ak-74” | “weapons\ wpn_name” |
scheduled | online/offline switch; Works only for “live” objects with AI | off | true - 1 - on (Yes) false - 0 - off (No) |
cform | Skeleton model | skeleton | skeleton sphear box |
parent_section | wpn_akm | ||
class | Engine weapon class | WP_AK74 | WP_BINOC WP_KNIFE WP_BM16 WP_GROZA WP_SVD WP_AK74 WP_LR300 WP_HPSA WP_PM WP_RG6 WP_RPG7 WP_SHOTG WP_ASHTG WP_MAGAZ WP_SVU WP_USP45 WP_VAL WP_VINT WP_WALTH W_STMGUN |
animation_slot | Animation slot number | 2 | 1 - pistol 2 - automatic rifle 3 - rifle, shotgun 4 - RPG 5 - knife 7 - bolt, grenade 8 - submachine gun with integrated underbarrel grenade launcher 9 - Shotgun 10 - Drum Gun 13 - binoculars |
hand_dependence | 1 | 0 - no hands 1 - one hand 2 - two hands | |
single_handed | held with one hand | 0 | true - 1 - on (Yes) false - 0 - off (No) |
default_to_ruck | whether the weapon will be moved to the backpack instead of the slot when picked up | false | true - 1 - on (Yes) false - 0 - off (No) |
sprint_allowed | this line means that you can run with the weapon | true | true - 1 - on (Yes) false - 0 - off (No) |
kind | The type of item to group into the appropriate section in the Item Spawner | w_rifle | w_rifle w_misc w_explosive w_melee w_pistol w_smg w_shotgun w_sniper |
cost | Base price | 28780 | |
hud | Section with parameters for *_hud model | wpn_akm_hud | Section name |
visual | *_world model | dynamics\weapons\wpn_akm\wpn_akm.ogf | Path to file |
Position/Orientation
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
position | position of the weapon in the hands when viewed from the 3rd person | -0.026, -0.175, 0.0 | X – (- ) left / (+ ) rightY – ( + ) up / (- ) downZ – ( - ) forward / (+ ) backward |
orientation | how the weapon is rotated in the hands of the NPC and headgear, in the 3rd person view | 0, 0, 0 | X – (+ ) left / (- ) rightY – ( + ) up / (- ) downZ – ( - ) roll to the right / (+ ) roll to the left |
fire_point | coordinates of the fire particle from the shot, in the 3rd person view | 0, 0.218, 0.656 | X – (- ) left / (+ ) rightY – ( + ) up / (- ) downZ – ( - ) forward / (+ ) backward |
fire_point2 | Coordinates of the fire particle from the shot, when viewed from the 3rd person from the holster | 0, 0.161, 0.583 | X – (- ) left / (+ ) rightY – ( + ) up / (- ) downZ – ( - ) forward / (+ ) backward |
strap_bone0 | the name of the first NPC model bone where the weapon is located when hidden | bip01_spine2 | Bone Name |
strap_bone1 | The name of the second NPC model bone that holds the weapon when hidden | bip01_spine1 | Bone Name |
strap_position | the position of the weapon on the NPC’s back, when viewed from the third person | -0.26, -0.11, 0.25 | X – (- ) left / (+ ) rightY – ( + ) up / (- ) downZ – ( - ) forward / (+ ) backward |
strap_orientation | how the weapon is rotated on the NPC’s back in 3rd person view | -15, -9, 110 | X – (+ ) left / (- ) rightY – ( + ) up / (- ) downZ – ( - ) roll to the right / (+ ) roll to the left |
Inventory
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
icons_texture | texture where the weapon icon will be taken from | ui\ui_icon_spas | |
inv_grid_height | icon height | 2 | number of 50x50 pixels cells |
inv_grid_width | icon width | 5 | number of 50x50 pixels cells |
inv_grid_x | the coordinate of the upper left corner of the icon on a 50x50 pixel grid on the X axis | 35 | number of cells indented to the right |
inv_grid_y | The coordinate of the upper left corner of the icon on a 50x50 pixel grid on the Y axis | 0 | number of cells indenting downward |
inv_name | The name in the inventory | st_wpn_akm | Section name, in *.xml files included in the string_table section of gamedata\configs\text\*localization*\st_items_weapons.xml |
inv_name_short | short name in the inventory | st_wpn_akm | Section name, in *.xml files included in the string_table section of gamedata\configs\text\*localization*\st_items_weapons.xml |
inv_weight | the inventory weight of the unloaded weapon | 3.3 | The number is given in kilograms |
description | Description in inventory | st_wpn_akm_descr | Section name, in *.xml files included in the string_table section of gamedata\configs\text\*localization*\st_items_weapons.xml |
slot | Inventory slot number | 2 | 0 - knives 1 - pistols 2 - shotguns, machine guns, rifles, grenade launchers 3 - grenades (may be crashing) 4 - binoculars 5 - bolts (may be crashing) 6 - outfits (may be crashing) |
highlight_equipped | true - 1 - on (Yes) false - 0 - off (No) |
Multiplayer
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
weapon_class | is used exclusively for the purchase menu in multiplayer | shotgun assault_rifle sniper_rifle heavy_weapon | |
startup_ammo | startup amount of ammo in multiplayer | The number of rounds of ammunition is indicated | |
kill_msg_x | the coordinate of the upper left corner of the kill icon on the X axis | ||
kill_msg_y | top-left corner coordinate of the kill icon on the Y axis | ||
kill_msg_width | kill icon width | Specified in pixels | |
kill_msg_height | kill icon height | Specified in pixels |
Particles
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
flame_particles | Gunshot fire particle | weapons\generic_weapon05 | Specifies the path to the file |
smoke_particles | shot smoke particle | weapons\generic_shoot_00 | Specifies the path to the file |
light_disabled | flash off when shot | false | true - 1 - on (Yes) false - 0 - off (No) |
light_color | Parameters for changing the color of the shot fire particle | 0.6, 0.5, 0.3 | RGB Color |
light_range | the radius of the fire partition from the shot | 5 | |
light_time | time of light playback when shot | 0.2 | |
light_var_color | Parameter of variation of the color of the fire particle from the shot | 0.05 | RGB Color |
light_var_range | varies the radius of the fire particle from the shot | 0.5 | Value 60.0 = 10 seconds |
Upgrades/repairs
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
upgrades | up_gr_firstab_akm, up_gr_seconab_akm, up_gr_thirdab_akm, up_gr_fourtab_akm, up_gr_fifthab_akm, up_gr_fifthcd_akm | ||
installed_upgrades | installed upgrades | ||
upgrade_scheme | upgrade_scheme | upgrade_scheme_ak74 | |
repair_type | item type for repair tools | rifle_7 | pistol shotgun rifle_5 rifle_7 |
Upgrades Icons
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
upgr_icon_x | X coordinate of the upper left corner of the weapon icon in the upgrade window | 300 | Specified in pixels |
upgr_icon_y | Y coordinate of the upper left corner of the weapon icon in the upgrade window | 0 | Specified in pixels |
upgr_icon_width | icon width in the upgrade window | 300 | Specified in pixels |
upgr_icon_height | icon height in the upgrade window | 100 | Specified in pixels |
Parameters of the weapon itself
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
fire_modes | Firing mode | 1, -1 | -1 - automatic 1 - single 2 - two-shot 3 - three-shot |
wallmark_section | section of wallmarks that appear on the ground/geometry | Section name (by default it is in the system.ltx file) | |
wm_size | texture size of the mark left on the ground after the explosion | The bigger the number, the bigger the mark | |
allow_inertion | allow inertia | true - 1 - on (Yes) false - 0 - off (No) | |
ph_mass | Weight of the unloaded weapon for the physical engine | 4 | Kilograms |
Shot
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
hit_impulse | The force that the flying bullet transmits to the victim affects the ragdoll-body behavior | 34 | The more, the farther the body will fly away |
hit_power | damage dealt | 0.58, 0.58, 0.58, 0.58 | Specifies a value for the level of difficulty in descending order, i.e. from master to beginner |
hit_type | Type of damage inflicted; used to calculate damage; armor suits (and others) are set to be immune to each type of damage separately | fire_wound | burn light_burn shock strike wound - stabbing radiation telepatic fire_wound - fire damage chemical_burn explosion - shrapnel damage wound_2 - cutting |
fire_distance | effective range of the shot after which the bullet disappears | 900 | Specified in meters |
bullet_speed | initial bullet speed | 715 | Specified in meters per second |
rpm | Shooting speed | 600 | Specifies the number of shots per minute |
rpm_mode_2 | |||
rpm_anim_fix | New shot animation behavior | true | true - 1 - on (Yes) false - 0 - off (No) |
rpm_empty_click | Misfire/empty magazine sound frequency | 200 | |
fire_dispersion_base | The dispersion (angle of the bullets) introduced by the weapon; affects accuracy; added to the disp_base in actor.ltx | 0.45 | Specified in degrees |
PDM_disp_accel_factor | Multiplier by which fire_dispersion_base is multiplied when the protagonist runs | 2.5 | Specified in numbers |
PDM_disp_base | Multiplier by which fire_dispersion_base is multiplied when the protagonist is standing at full height | 1.15 | Specified in numbers |
PDM_disp_crouch | Multiplier by which fire_dispersion_base is multiplied when the protagonist goes crouched | 1.0 | Specified in numbers |
PDM_disp_crouch_no_acc | Multiplier by which fire_dispersion_base is multiplied when the protagonist stands still while ducking | 1.0 | Specified in numbers |
PDM_disp_vel_factor | Multiplier by which fire_dispersion_base is multiplied when the protagonist spins a weapon or runs | 2.5 | Specified in numbers |
Ammo
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
ammo_class | ammo type for this weapon | ammo_7.62x39_fmj, ammo_7.62x39_fmj_bad, ammo_7.62x39_fmj_verybad, ammo_7.62x39_ap, ammo_7.62x39_ap_bad, ammo_7.62x39_ap_verybad | The names of the ammunition sections are indicated, separated by commas |
ammo_elapsed | magazine capacity at the moment of spawning | 30 | indicate the value equal to ammo_mag_size |
ammo_mag_size | ammunition capacity | 30 | The number of bullets is indicated |
Particle shell parameters
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
shell_point | coordinates of the shell partylock, when viewed from the 3rd person | 0, 0.216, 0.174 | X – left/+right, Y – +up/down, Z – forward/+backward |
shell_dir | how the shell particle is rotated when viewed from the 3rd person | 0, 0, 0.4 | X – left/+right, Y – +up/down, Z – forward/+backward |
shell_particles | shell particle | weapons\762x39 | Particles file path relative to particles.xr |
Scopes
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
scopes | Name of the gun sight section | 1p29, kobra, ps01 | Sections to models with these sights are indicated |
scope_status | Scope status | 0 | 0 - not available 1 - built-in 2 - removable |
scope_zoom_factor | scope magnification | 0 | For the sight specified in the parameter scopes, the value can already be more |
scope_nightvision | |||
scope_dynamic_zoom | |||
scope_alive_detector | |||
scope_texture | |||
scope_texture_alt |
Overheat
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
overheat_time_quant | |||
overheat_decr_quant | |||
overheat_threshold | |||
overheat_particles |
| lock_enter | | | | | | lock_exit | | | | |
Silencer
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
silencer_name | Name of the silencer section of the gun | wpn_sil_pbs1 | |
silencer_status | silencer status | 2 | 0 - not available 1 - built-in 2 - removable |
silencer_light_color | Parameters for changing the color of the particle of the smoke from the shot from the weapon with silencer | 0.6, 0.5, 0.3 | |
silencer_light_range | the radius of the particle of the haze when firing | 0.01 | |
silencer_light_time | light time | 0.2 | |
silencer_light_var_color | Parameter for varying the color of the particle of smoke from a shot from a weapon with silencer | 0.05 | |
silencer_light_var_range | variation of the radius of the particle of the smoke from the shot from the weapon with silencer | 0.5 | |
silencer_smoke_particles | particle smoke effect for a shot with silencer | weapons\generic_shoot_00 | Particles file path relative to particles.xr |
silencer_x | the coordinates of the silencer icon superimposed on top of the weapon icon on the X coordinate | 235 | Specified in numbers |
silencer_y | the coordinates of the silencer icon superimposed over the weapon icon in Y coordinate | 10 | Specified in numbers |
Underbarrel Grenade Launcher
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
grenade_class | type of underbarrel grenades | ammo_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad | |
grenade_launcher_name | name of the section of the underbarrel grenade launcher | wpn_addon_grenade_launcher | |
grenade_launcher_status | the status of the underbarrel grenade launcher | 0 | 0 - not available 1 - built-in 2 - removable |
launch_speed | launch speed of the underbarrel grenade launcher | 0 | |
grenade_flame_particles | particle of the fire from the underbarrel grenade launcher | weapons\generic_weapon01 | Particles file path relative to particles.xr |
grenade_launcher_x | grenade launcher icon coordinates superimposed over the weapon icon on the X coordinate | 127 | Specified in numbers |
grenade_launcher_y | grenade_launcher icon coordinates superimposed over the weapon icon on the Y coordinate | 18 | Specified in numbers |
gl_zoom_factor |
Aiming
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
use_aim_bullet | A game mechanic in which the first bullet fired after drawing and aiming the weapon does more damage to certain limbs | false | true (Yes) - false (No) |
time_to_aim | Time during which the use_aim_bullet parameter can be activated when aiming and drawing a weapon | 0.0 | Specified in seconds |
zoom_dof | 0.5, 1.0, 180 | ||
zoom_enabled | the ability to aim | true | true (Yes) - false (No) |
zoom_rotate_time | the speed at which the weapon goes to the “aiming” state, in seconds | 0.25 | Specified in seconds |
reload_dof | 0.0, 0.5, 5, 2 | ||
control_inertion_factor | Usability; aka inertia; affects how easily the weapon can be controlled with the mouse | 1.0f | |
crosshair_inertion | 5.8 |
Misfire
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
misfire_probability | misfire_probability | 0.005 | 0 - never jams 1 - always jams |
misfire_start_condition | the wear at which there is a chance of misfire | 0.7 | |
misfire_start_prob | misfire chance of misfire when wear is greater than misfireStartCondition | 0.007 | |
misfire_end_condition | the chance of misfire when worn out is greater than misfireEndCondition | 0.05 | |
misfire_end_prob | wear rate at which the chance of misfire becomes constant | 0.11 |
Condition
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
condition_queue_shot_dec | condition_shot_dec | 0.0008 | |
condition_shot_dec | increase wear on each shot | 0.0008 | 0 - no wear 1 - maximum wear |
fire_dispersion_condition_factor | the effect of wear on the variance of the weapon as a percentage | 0.001 |
Сamera
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
cam_return | Whether to return the camera to its original position | 0 | |
cam_relax_speed | camera return speed | 10 | |
cam_dispersion | angle increase with each shot | 0.762 | |
cam_dispersion_frac | barrel will rise by cam_dispersioncam_dispersion_frac +- cam_dispersion(1-cam_dispersion_frac) | 1.0 | |
cam_dispersion_inc | increase cam_dispersion with each shot | 0.0725 | |
cam_max_angle | maximum vertical recoil angle | 50.0 | |
cam_max_angle_horz | maximum horizontal recoil angle | 50.0 | |
cam_step_angle_horz | barrel shift horizontally during firing | 1.38 |
Camera when aiming
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
zoom_cam_relax_speed | similar to the return speed of the camera in the aiming mode | 10 | |
zoom_cam_dispersion | Similar to cam_dispersion in the aiming mode | 0.732 | |
zoom_cam_dispersion_frac | Similar to cam_dispersion_frac in aiming mode | 0.7 | |
zoom_cam_dispersion_inc | Similar to cam_dispersion_inc in aiming mode | 0.0625 | |
zoom_cam_max_angle | Similar to cam_max_angle in aiming mode | 50.0 | |
zoom_cam_max_angle_horz | Similar to cam_max_angle_horz in aiming mode | 50.0 | |
zoom_cam_step_angle_horz | Similar to cam_step_angle_horz in aiming mode | 1.28 |
AI
Parameter Name | Parameter Description | Example Value | Possible Parameters |
---|---|---|---|
ef_main_weapon_type | NPC weapon type | 2 | 0 - pistol 1 -shotgun 2 - assault rifle 3 - rifle 4 - grenade launcher |
ef_weapon_type | NPC fire mode | 8 | 5 - fire single shots 6 - fire in bursts 7 - aim and fire single shots 8 - aim and fire (sniper) 9 - grenade launcher |
cam_relax_speed_ai | 360 | ||
zoom_cam_relax_speed_ai | 360 | ||
holder_fov_modifier | NPC angle of view multiplier (eye_fov) with this weapon | 1.0 | Specified in numbers |
holder_range_modifier | NPC range multiplier (eye_range) with this weapon | 1.0 | Specified in numbers |
min_radius | |||
max_radius |